Add Skills Question

MartyHigh

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Hello all let me start off by saying i am new to rpg making and have a quick question. I was wondering how to make it so that my characters can learn new skills/features with an event. For example I want my hero to learn how to equip axes after talking to the towns wood cutter. Any help is greatly appreciated and thank you for your help.
 

Tai_MT

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The easiest way to do this is with a script.  I can't recommend any as I don't use them myself...

But, if you want to do it without scripting then there's a simplistic but time consuming way to do it.  You see, there's no way to add Features to characters or classes through eventing.  Sad, I know, but it's an oversight of the developers.  It's probably why they let you do scripting to begin with.

In any case, here's how I would tackle it:

Set up a bunch of classes named the same thing.  For instance, say your main character is a Soldier.  So, you use 3 Soldier classes.  He starts as the first of those classes without the ability to use axes.  So, he learns how to use axes through the event, right?  Well, he can't!  You need to have him change to the second Soldier class and then put as one of its features "Equip Axe".  Presto, it now appears to the player as if he has learned how to equip axes!

The major problem with this method is if you need your main character to learn a bunch of different things (or lots of other characters to learn them), you're going to be making a new class for each new Feature you're adding.  It gets more convoluted and crazy if there's no set order that your characters will learn these in, so you'd have to make a new class for each eventuality and track which ones you've done...  It becomes a nightmare if not implemented well.

Basically, you probably want a Script for something like this.  Unless, well... you're stubborn like me and want to see what you can accomplish through clever thinking and not using scripts.
 

Shaz

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???


Isn't there a Change Skills event command?


On your wood cutter event, after the player talks to him, use the Change Skills to make the appropriate character learn the appropriate skill.


Then make sure you've got them (or their class) set up correctly in the database so they ARE able to use skills of that type.
 

Tai_MT

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Should've read that a bit more carefully, Shaz...  The person wants to be able to change the Features...  As in, initial character or class cannot Equip Axe, and they want to play an event where they then learn how to "Equip Axe".  So, they need to change the class to enable that.  I've found no way to change the "Features" through eventing itself.

Learning Skills like magic spells and the like is easy enough...  But, I'm not sure that's why they're here...
 

Shaz

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You're right - I was focussing on the "skills" in the heading and the op, and completely missed the "equip" bit.


If you don't want to use scripts, you can apply a state to the actor after they talk to the NPC. The state will have a feature allowing them to equip that weapon (not skill).


If you don't like using states, I have a Dynamic Features script that will allow you add and remove features via events.
 

MartyHigh

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Thank both of you so much. My plan is to have a couple different events where you can customize your hero with how you want him to play. Like I want him to use axes so he learns equip axes or I want him to dual wield and so on. So my question is would that be easier to do with states or with the scripts. Again thank you so much for all your help
 

Tai_MT

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Scripts would probably be easiest, to be honest.  States could get pretty cumbersome if you have too many of them.  Usually you'll find that simply using a script will be easiest to accomplish something the engine doesn't easily do.  You do have to be careful with using scripts though... not all are compatible with each other and sometimes they can cause headaches as well.

I'd say it boils down to personal preference.  I prefer actually using the engine without using any scripts (if possible) and working around the limitations.  Other people prefer to just use a script and save a lot of time, work, and possible resource hogging.
 

Titanhex

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Check out the scripts from Tsukihime and Yanfly, both of which have a myriad of capabilities. Tsuki's (Skill/Equip/Shop/etc.) Manager, and Yanfly's Lunatic engine, both of which can work together. There's plenty of plug ins, including ways to make permanent/passive states which can allow equipping or sealing equipment types.

You can also make an event that adds a state that allows the equipping of an equipment type. But this can get messy if there's scripts that control states. It also looks unusual to have that state permanently in your states list. Not recommended without a script that can make chosen states invisible.

Lastly, you can try this script call:

$game_actors[NumberOfActor].features_set(FEATURE_EQUIP_WTYPE).inject(WeaponTypeId)#or$game_actors[NumberOfActor].features_set(FEATURE_EQUIP_ATYPE).inject(ArmorTypeId)Where NumberOfActor is the numerical ID of the Actor in the Database (Actors Tab) and ArmorTypeId is the numberical ID of the Equip type in the Database (Terms Tab).
 
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Andar

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Thank both of you so much. My plan is to have a couple different events where you can customize your hero with how you want him to play. Like I want him to use axes so he learns equip axes or I want him to dual wield and so on. So my question is would that be easier to do with states or with the scripts. Again thank you so much for all your help
You can't do that with states alone, because all states are removed on actor death. So states would only work if in your game is actor death = game over.
You can use a dynamic features script and control it directly with events. or you can use one of the more complex existing scripts if you need other features as well.


Check the demo of the ability system: http://forums.rpgmakerweb.com/index.php?/topic/29984-ability-system-10/


That demo uses one of the dynamic feature scripts to show how to use the ability system to learn armor equipping.


You can check that and decide if you want to use the dynamic features alone or use the entire ability system with it's trainer events.
 

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